Bloodborne & The Old Hunters Collector’s Edition Guides

Future Press gone behind the scenes with Bloodborne's creators to unearth every secret hidden within the mysterious city of Yharnam. Your hunt through the streets of Yharnam will be your most exciting and rewarding journey yet, and the road will be hard. But fear not! These guides are your key to mastering the merciless challenges and navigating the darkest depths of the city. [More]

Call for everyone who has seen or in the future sees something strange to report it in /r/tombprospectors, or in the /r/bloodborne Discord's "tomb prospectors" channel! Don't keep quiet about it! Worst case scenario it's nothing special, but the Tomb Prospector community will be thankful for you sharing it regardless!

Here is a list of things we are searching for to give you a rough idea of what may still be out there: Disclaimer: this is just the tip of the iceberg, there are of course many more discoveries to be made that are not in this list

Anything in Lower than Depth 5 dungeons- there has been a heavy bias towards F/R/C dungeons, so these lower dungeons are our communities next objective! For example, can Wandering Shadow's of Yharnam or Wandering Bosses Spawn there as well?

Wandering Giant with Ball and Chain

Wandering Shadow of Yharnam with Candle and Sword

Labyrinth Spirits in Loran

Labyrinth Moles/ Hole Diggers in F/R/C Isz or Ihyll

Giant Nightmare Apostle anywhere outside of Depth 5 Sinister Dungeons

ANY wandering bosses in Sinister or FRC Isz- none have been found so far!

Any enemies endemic to one chalice found outside of it's habitat, e.g. wandering Abhorrent Beast in Sinister Ihyll rather than Loran, as was found a few months back by /u/novathelonehunter

Items found in unusual locations, e.g. in a hanging corpse, in a chest instead of the ground, on the ground instead of in a chest. E.g. 5 sages hair I once found lying on the ground, or an Old Great One's Coldblood in a Chest

Wandering Bloodlickers that Spawn without Visceral Attacks (they tend to move around instead of being stationary)

Blood-letting Beast as Layer 3 Boss in Loran

Any glitches e.g. overlapping rooms or misplaced illusory walls

Any unusual layouts or other environmental features

Rope bridges from different layers lined up above each other so you can jump from one layer to the next without dying (theoretically possible)

Wandering Large Snake Balls outside of Loran

Wandering Bosses that have been found so far, if you find them again, share the glyph! (Abhorrent Beast, Blood-starved Beast, Pthumerian Elder & Descendant, Watchdog of the Old Lords)

Random Effects in Chalice Dungeons

Isz Glitch Exploration

Tomb Prospectors found out the glitch in Isz Root dungeons that prevents some hunters from generating all Isz dungeon variations, called "32 pool glitch". Months ago, /u/Kazin79 noticed there's something wrong with Isz dungeons when even after generating hundreds and hundreds of root dungeons, he was only able to get an extremely small amount of unique layouts compared to Pthumeru and Loran. After Zullie's discovery that Isz has 200 possible layouts, a more in-depth research began, only to reveal that certain players are only able to generate 32 different Isz dungeons out of the entire 200 pool. More information on Isz Glitch wiki page.

Chalice Dungeon Generation System - How It Works

This is an update on Tomb Prospectors' Isz glitch testing that was performed a few months ago,where it was found out how the game chooses dungeons from their pre-set pools, and how this creates an issue in the Isz Root Chalice (you can read the whole research here).This is another test Tomb Prospectors done to find out how chalice dungeons generation behaves in relation to unique coffin items you can loot in them. More information on Chalice Dungeon Generation System - How It Works wiki page.

Another great discovery made by The Tomb Prospectors. An explanation as to why no wandering boss has been documented in an Isz Chalice Dungeon before by MorosNyx:

6 months ago, a prominent Hunter by the name of u/Kazin79 discovered a glitch affecting the generation of Isz Root Chalices. After generating hundreds and hundreds of Root dungeons, he realised that he was only able to get an extremely small amount of unique layouts compared to Pthumeru and Loran. After Zullie's discovery that Isz has 200 possible layouts, a more in-depth research began, only to reveal that most players are only able to generate the same set of 32 Isz Dungeons out of the entire 200 pool.

Further testing indicated that the player gets sucked into the 32 glitch after exploring a certain amount of Root Dungeons. Our current theory is that the glitch happens once the player gathers a certain amount of loot from Isz Dungeons, which seems to be largely true, but we still need to test what kind of loot it is exactly. As far as we know, once a player is stuck, there's no way out of the 32 loop and the only way to generate new Isz Dungeons is to make a brand new character.

Realising this, we started several new characters dedicated to creating new Isz glyphs, and managed to circumvent the glitch by save scumming every time before creating a new set of glyphs, essentially tricking the game into thinking that the character had never stepped foot in an Isz Root Chalice before. Using a screenshot database system of layout trademarks of each dungeon developed by u/Kazin79, we were able to map 198/200 unique Isz Root glyphs (with the help of many dedicated prospectors, most notably u/DrAnger90), making several interesting discoveries. But still, no wandering boss had been found.

Several months later, u/DrAnger managed to confirm that the same 32 glitch also affected Sinister Isz, revealing to us that the majority of Sinister Isz Dungeons had yet to be explored. This gave us hope, and with reignited passion we once again began the tedious mapping process, this time, for Sinister Isz. And today, alas, finally, our long and tedious journey has finally has come to fulfilment!

Discovery made by The Tomb Prospectors on June 21, 2018. Note that in order to bring these creatures to life, you will have to stand next to them and reload your game. Where exactly you are standing seems to have an effect on the reanimation process (more research needed to find out), positioning yourself in front of the double chest definitely works. Surprisingly, every time you kill them, reloading the game will bring them back to life.

This dungeon originated in the Japanese Bloodborne community. Searching the glyph in Google will tell you that it pre-dates the DLC (and perhaps even earlier) patches, which is an important detail. It has been a dungeon used forever for farming of Labyrinth Spirits on Layer 2, but until yesterday there was, for some reason no mention of the Skeletal Puppets located on Layer 3 anywhere online. This may be due to the reason that you did not have to progress past Layer 2 for the farming purposes of the dungeon.

This is where it gets interesting: there are 2 active glyphs that are identical to this dungeon: bjngfpsj and swjteujh (MorosNyx also remembered running an identical version 2 years ago, but that glyph is no longer active). But all of these glyphs, being identical in every other way, do not have the Puppets! Tomb Prospectors have been thinking about this for a while and have come up with several theories:

Japanese versions of the game may have slightly different root dungeon generation algorithms.

The glyph predating the most recent patch(es), while the other glyphs are almost definitely newer, may have had an effect on the dungeon generation (as the developers have consistently tweaked the dungeons with every patch).

The Rotted rite replaces certain enemies in the dungeon with more difficult ones (NPC hunters, patrolling Ritekeepers with group of Pthumerians, Hemwick Witches summoning Mad Ones). It might be possible that some of the earlier concepts of this additional rite included Skeletal Puppets as randomly summoned enemies as well.

One of the game’s earlier patches may have accidentally introduced these enemies in the dungeon before another patch removed them. This theory has been presented by Jerks Sans Frontieres: “Every region has different patches. they're about 95% the same, but some have redundant / uncompressed data. So my current theory is that the marionettes were patched into that dungeon accidentally and only in the Japanese patch, then patched out again, which is why it's a three year old glyph from Japan.”

UPDATE: Lance McDonald provided additional information regarding these enemies. "By deleting the event file, you can reveal every enemy that has potential to spawn, I spawned in that room and it had the micolash enemies and heaps of other enemies. I can confirm that it's possible for that map to have micolash enemies or to not have them, it is the same map regardless, and it is a toggleable "event" that causes it (probably a rite or something)" [video]

+ Galleries

Rare Environment

Two chests next to each other

Summoning Fires in Ihyll

Summoning Fires in Ihyll 2

Rare Place for Fires

Rare Narrow Long Hallway

Rope Bridge over Giant Swamp Leading to Dead End with Chest, F_R_C Loran (rare layout)